attribute vec3 a_position;
attribute vec2 a_uv;
attribute vec3 a_normal;
varying vec2 v_uv;
varying vec3 v_normalW;

uniform mat4 u_matrixWVP;
uniform mat4 u_matrixW;

void main()
{
	vec4 positionL = vec4(a_position, 1.0);
	gl_Position = u_matrixWVP * positionL;
	v_uv = a_uv;
}